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authorladevieq <ladevie.quentin@gmail.com>2021-08-22 22:58:03 +0200
committerladevieq <ladevie.quentin@gmail.com>2021-08-22 22:58:03 +0200
commitd071fc5c947689eca7726803a420013c519acdd9 (patch)
tree4d96af4d9725bcdf2741cb73181d49a8fe5d5682 /src/scene.cpp
parent7db04c9ae57b087f1d122d67a75fa02563911796 (diff)
Refactored diffuse brdf & brdf computation done in tangent
Diffstat (limited to 'src/scene.cpp')
-rw-r--r--src/scene.cpp172
1 files changed, 83 insertions, 89 deletions
diff --git a/src/scene.cpp b/src/scene.cpp
index 15cea11..cf22415 100644
--- a/src/scene.cpp
+++ b/src/scene.cpp
@@ -6,66 +6,60 @@
#include "utils.hpp"
#include "gltf.hpp"
-// Return the number of instantiated spheres
-// void scene::random_scene() {
-// material ground_material = { { 0.5, 0.5, 0.5 } };
-// ground_material.type = MATERIAL_TYPE::LAMBERTIAN;
-// spheres.emplace_back(vec3 { 0, -1000, 0 }, ground_material, 1000);
-//
-// int32_t spheres_count = 11;
-// for (int a = -spheres_count; a < spheres_count; a++) {
-// for (int b = -spheres_count; b < spheres_count; b++) {
-// auto choose_mat = randd();
-// point3 center(a + 0.9 * randd(), 0.2, b + 0.9 * randd());
-//
-// if ((center - point3{ 4, 0.2, 0 }).length() > 0.9) {
-// material sphere_material = {};
-//
-// if (choose_mat < 0.8) {
-// // diffuse
-// sphere_material.albedo = color::random() * color::random();
-// sphere_material.type = MATERIAL_TYPE::LAMBERTIAN;
-// } else if (choose_mat < 0.95) {
-// // metal
-// sphere_material.albedo = color::random(0.5, 1);
-// sphere_material.fuzz = randd(0, 0.5);
-// sphere_material.type = MATERIAL_TYPE::METAL;
-// } else {
-// // glass
-// sphere_material.ior = 1.5;
-// sphere_material.type = MATERIAL_TYPE::DIELECTRIC;
-// }
-//
-// spheres.emplace_back(center, sphere_material, 0.2);
-// }
-// }
-// }
-//
-// material material1 = {};
-// material1.ior = 1.5;
-// material1.type = MATERIAL_TYPE::DIELECTRIC;
-// spheres.emplace_back(vec3 { 0, 1, 0 }, material1, 1.0);
-//
-// material material2 = {};
-// material2.albedo = color{ 0.4, 0.2, 0.1 };
-// material2.type = MATERIAL_TYPE::LAMBERTIAN;
-// spheres.emplace_back(vec3 { -4, 1, 0 }, material2, 1.0);
-//
-// material material3 = {};
-// material3.albedo = color{ 0.7, 0.6, 0.5 };
-// material3.fuzz = 0.0;
-// material3.type = MATERIAL_TYPE::METAL;
-// spheres.emplace_back(vec3 { 4, 1, 0 }, material3, 1.0);
-//
-// material material4 = {};
-// material4.albedo = color{ 0.0, 0.0, 0.0 };
-// material4.emissive = color{ 1.0, 1.0, 1.0 } * 1000.0;
-// material4.fuzz = 0.0;
-// material4.type = MATERIAL_TYPE::EMISSIVE;
-// spheres.emplace_back(vec3 { 2, 1.5, 2 }, material4, 0.5);
-//
-// spheres_count = spheres.size();
-// }
+void scene::random_scene() {
+ material ground_material = { { 0.5, 0.5, 0.5 } };
+ spheres.emplace_back(vec3 { 0, -1000, 0 }, ground_material, 1000);
+
+ int32_t spheres_count = 11;
+ for (int a = -spheres_count; a < spheres_count; a++) {
+ for (int b = -spheres_count; b < spheres_count; b++) {
+ auto choose_mat = randd();
+ point3 center(a + 0.9 * randd(), 0.2, b + 0.9 * randd());
+
+ if ((center - point3{ 4, 0.2, 0 }).length() > 0.9) {
+ material sphere_material = {};
+
+ if (choose_mat < 0.8) {
+ // diffuse
+ sphere_material.albedo = color::random() * color::random();
+ } else if (choose_mat < 0.95) {
+ // metal
+ sphere_material.albedo = color::random(0.5, 1);
+ sphere_material.metalness = randd(0, 0.5);
+ sphere_material.roughness = 0.f;
+ } else {
+ // glass
+ // sphere_material.ior = 1.5;
+ sphere_material.metalness = 1.f;
+ sphere_material.roughness = 0.f;
+ }
+
+ spheres.emplace_back(center, sphere_material, 0.2);
+ }
+ }
+ }
+
+ material material1 = {};
+ // material1.ior = 1.5;
+ spheres.emplace_back(vec3 { 0, 1, 0 }, material1, 1.0);
+
+ material material2 = {};
+ material2.albedo = color{ 0.4, 0.2, 0.1 };
+ spheres.emplace_back(vec3 { -4, 1, 0 }, material2, 1.0);
+
+ material material3 = {};
+ material3.albedo = color{ 0.7, 0.6, 0.5 };
+ material3.roughness = 0.0;
+ spheres.emplace_back(vec3 { 4, 1, 0 }, material3, 1.0);
+
+ material material4 = {};
+ material4.albedo = color{ 0.0, 0.0, 0.0 };
+ material4.emissive = color{ 1.0, 1.0, 1.0 } * 1000.0;
+ material4.roughness = 0.0;
+ spheres.emplace_back(vec3 { 2, 1.5, 2 }, material4, 0.5);
+
+ spheres_count = spheres.size();
+}
scene::scene(camera cam, uint32_t width, uint32_t height)
:meta(cam, width, height){
@@ -74,43 +68,43 @@ scene::scene(camera cam, uint32_t width, uint32_t height)
// auto bistro_interior_filename = std::string("BistroInterior.gltf");
// auto root_node = gltf::load(bistro_interior_path, bistro_interior_filename);
- auto sponza_path = std::filesystem::path("../models/sponza");
- auto sponza_filename = std::string("Sponza.gltf");
- auto root_node = gltf::load(sponza_path, sponza_filename);
+ // auto sponza_path = std::filesystem::path("../models/sponza");
+ // auto sponza_filename = std::string("Sponza.gltf");
+ // auto root_node = gltf::load(sponza_path, sponza_filename);
- std::queue<node> nodes_to_load {};
- nodes_to_load.push(root_node);
+ // std::queue<node> nodes_to_load {};
+ // nodes_to_load.push(root_node);
- while(nodes_to_load.size() != 0) {
- auto &node = nodes_to_load.front();
+ // while(nodes_to_load.size() != 0) {
+ // auto &node = nodes_to_load.front();
- if (node.mesh) {
- auto &mesh = node.mesh.value();
- for (auto& mesh_part: mesh.parts) {
- for (size_t i = 0; i < mesh_part.indices.size(); i += 3) {
- auto i1 = mesh_part.indices[i];
- auto i2 = mesh_part.indices[i + 1];
- auto i3 = mesh_part.indices[i + 2];
+ // if (node.mesh) {
+ // auto &mesh = node.mesh.value();
+ // for (auto& mesh_part: mesh.parts) {
+ // for (size_t i = 0; i < mesh_part.indices.size(); i += 3) {
+ // auto i1 = mesh_part.indices[i];
+ // auto i2 = mesh_part.indices[i + 1];
+ // auto i3 = mesh_part.indices[i + 2];
- auto v1 = vertex { .position = mesh_part.positions[i1] };
- auto v2 = vertex { .position = mesh_part.positions[i2] };
- auto v3 = vertex { .position = mesh_part.positions[i3] };
+ // auto v1 = vertex { .position = mesh_part.positions[i1] };
+ // auto v2 = vertex { .position = mesh_part.positions[i2] };
+ // auto v3 = vertex { .position = mesh_part.positions[i3] };
- triangles.emplace_back(v1, v2, v3);
- }
- }
- }
+ // triangles.emplace_back(v1, v2, v3);
+ // }
+ // }
+ // }
- for (auto &node: node.children) {
- nodes_to_load.push(node);
- }
+ // for (auto &node: node.children) {
+ // nodes_to_load.push(node);
+ // }
- nodes_to_load.pop();
- }
+ // nodes_to_load.pop();
+ // }
- // random_scene();
+ random_scene();
- bvh builder(triangles, packed_nodes);
- // bvh builder(spheres, nodes);
+ // bvh builder(triangles, packed_nodes);
+ bvh builder(spheres, packed_nodes);
// builder.exporter();
}